ansmesnobody's Recent Forum Activity

  • Awesome! well chosen

  • I got crash in these caps.

    The first crashes the temp.exe when run. It works in debug mode, though. The problem disappears when I remove Physics movement from "Sprite".

    Just so people know, I have seen this before.

    You cannot mix physics with other behaviors...

  • [quote:249h6qdd]JumpDetector: 213 overlaps "Solid"

    Zombie: 5 Value 'Action' Not equal to "Fall"

    System: Trigger once

    ZombieSet 'Action' to "Jump"

    and...

    [quote:249h6qdd]Zombie: 5 Value 'Action' Equal to "Jump"

    ZombieSet Y to Zombie 0 .Y -(Zombie 1 .Value('JumpHeight'))

    That's whats in your editor right?

    I think the problem is that it doesn't know when to stop jumping.

    if you change that 2nd part of the code to this:

    [quote:249h6qdd]Zombie: 5 Value 'Action' Equal to "Jump"

    ZombieSet Y to Zombie 0 .Y -(Zombie 1 .Value('JumpHeight'))

    ZombieSet 'Action' to "" <<//I added this.

    it makes the guy jump by a sharp amount (jump height?) than fall. It isn't smooth.

    the jump "function" you made is in a constant loop, always jumping.

    Have you tried to make the enemy using the built-in platform behavior?

    you could trigger a jump through events and disable player input.

    ...or work on getting the jump to work with a single button press first until you understand the way your jump code reacts to a single input (IE: 1 button press)

    Hope that helped a bit.

  • > I'm 21. Yet I don't drink like people tell me I should ...

    >

    I dont drink, i dont smoke, Coca-cola and Chips/Crisps will kill me eventually.

    Yeah, but that's a good way to go

  • what are all the controls for this... I have the arrow keys but anything else?

    It is either z or x to jump.

    I wish I could come up with simple arcade-style games like this!

    My mind just thinks to big and complex for its own good

  • I'm 21. Yet I don't drink like people tell me I should ...

    Glad to see there are some "old" people here.

    I was afraid they were making kids smarter these days!

  • floating heads are creepy

    i assuming this is going to be a platforming rpg...looks like it could turn out awesome, jumping and what not doesn't seam like it would work well in a fast action oriented game.

    Oh the heads probably aren't staying. they were just a sort of sick joke on my part

    (the test enemies were hand drawn smiley faces, so I went for a "darker version" by decapitating a model from a scene I had made ).

    One of our central concepts was " A side scrolling game that's not a platformer."

    the idea is to slow down the action to focus on strategy, and other skills.

    Thanks for commenting guys!

  • > Take a guess at mine

    >

    Man... I have no idea. It must be about hamsters or something.

    Mine is just a snapshot from a comic I made. I liked the way Link turned out.

    Cool.

    Mine is also from a comic I was working on (not published anywhere as far as I remember).

    The character is a junkie Assassin-for-Hire who walks around with a sniper in plain sight.

    Which is, of course, common in his corrupt not so distant future

  • This game is pure concentrated genius!

    Great work!

  • Thank you.

    I agree our controls do need some work.

    To clarify:

    Jump: Hold 'S' to charge, release to jump.

    Attack: Hold 'Space' to charge, release to attack [only 1 level of 3 in this demo].

    Click the screen to spawn "earth platforms"

    Grab the "earth platforms" with the mouse and throw them on screen.

    Press 'W' (when in air for best results) to spawn earth at your feet.

    I'm using an older copy of 3D studio max at the moment for the graphics.

    *Also note that attacking the enemies does little to nothing in this demo, as our AI is turned off, and the attack events are being re-worked. You can throw the "earth platforms" at them for fun though...*

    If anyone has alternative control suggestions we would be glad to here them.

    Thanks for playing.

    -Brian

  • Hello, I'm Brian (ansmesnobody).

    We've been working on this project for about a month now, and enjoying the power of construct.

    I have been doing 3D models for the game, and a bit of programming whenever Aeal5566 lets me have the .cap

    We'll keep you posted, please comment!

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  • The code I've been using is:

    1.System: 1Start of layout

    TextManipulatorSet string to TexttoDisplay 0 .Text

    2.displayText: 27 Text is TextManipulator 0 .GetString (case: No)

    displayTextSet text to TextManipulator 0 .GetLeft(displayText 1 .Value('currentdisplay'))

    displayTextAdd 1 to 'currentdisplay'

    //IE: Are the 2 strings not equal?

    3.Button: 18 On Button clicked

    TexttoDisplaySet text to "This is typing!"

    displayTextSet 'currentdisplay' to 0

    TextManipulatorSet string to TexttoDisplay 0 .Text

    --------

    This is the important part here:

    "TextManipulator.GetLeft(displayText.Value('currentdisplay'))"

    it uses 2 strings: 1 to hold the text, and the other to display it.

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ansmesnobody

Member since 18 Oct, 2008

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